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  1. #1
    feed me! Member Ashdnazg's Avatar
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    Default Re: CA propositions thread

    So I guess there is no repsonse yet, because otherwise you were posting it.
    a.k.a Lord hokomoko @ the Lordz Modding Collective

  2. #2
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: CA propositions thread

    Well this would all be for 1.3/Kingdoms, so we would find out when they were out.

  3. #3
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: CA propositions thread

    You never know if the programmer have a little time toward the end of the add-on development (unlikely but could happen) to include a few things, so we'll have to wait, as Lusted said.

  4. #4
    feed me! Member Ashdnazg's Avatar
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    Default Re: CA propositions thread

    I see, fair enough.
    a.k.a Lord hokomoko @ the Lordz Modding Collective

  5. #5

    Default Re: CA propositions thread

    This one is a bunch of inter-connected idea's so sorry if this drags on.



    First i'd like to see weight of numbers take effect, i'm sure i've heard modders talk about it now and again and that it is already a feature but personally i've never really seen actual weight of numbers taking effect. For examples sake i#ll use RTR/RTW/EB as an example but it could be said for MTW2 too, a unit of 160 swordsmen can hold their position against a unit almost twice their size (for example, a barbarian unit of 240) which doesn't seem right. By the looks of it too, only the first couple of lines of a unit will actually *fight* while the rest stay back and wait while in reality, they'll all be close behind the other units pushing them forward to try and break the enemy line. Having this will not only make it seem more of a struggle (as that sort of battle is) and more realistic and will also mean that if your units at the front are out-numbered (for example you are fighting some barbarians with unit sizes of 240 and you have legionnaires with a unit size of 160) then you will have to reinforce your main line (as they had to IRL) to stop your main line from breaking/being pushed out of shape. Obviously with weight of numbers being introduced, this would mean that not only would the attack stats be effected, you'd be able to see the effect of a charge (for example, down hill into an enemy line) because it would push the enemy line back visually and would mean that the player on the defensive would have no choice but to ensure that part of the line is reinforced.


    My next idea is that with that feature in place a unit of infantry should have 2 options, them being an offensive and defensive stance. With a defensive stance your units would try to keep the line in good shape, they would be able to take the effects of a charge better because they would be prepared for it and with the power taken out of the enemy charge, a counter charge from a second reserve line could possibably turn the tides on the enemy. An offensive stance would do the opposite obviously, it wouldn't be used to hold a line, it'd be used to break one up. Attacking the flanks would be even more helpful simply because if you applied massive pressure one flank and broke/pushed it out of place, the entire battle line would be in trouble, this would increase the need to reinforce the flanks, as they did IRL.


    To add onto the other points i've made so far, if these features were to be added, it'd give more tactical options, for one you'd have to think how you're going to set up your unit depths, a broader facing would give you an increased frontage and lessen the chances of your lines being over run/flanked but you would have to reinforce that line with other units because their pushing power would be reduced but at the same time. A deeper formation would allow a greater pushing power but at the same time would reduce the battleline frontage and increase the risk of being flanked or enveloped.


    On an example on how this would help the current game, i'll give an example and once again i'll use RTW/RTR/EB. The Macedonian phalanx was not just meant to sit there and expect the enemy to charge headlong into a head of 21 foot pikes, they marched forward in good order and present the enemy with a choice, stand your ground and get impaled and try and break through OR run away and unfortunately for the enemies of Philip/Alexander, they didn't have much of a choice but to run because no one wants to face that. In the current game mechanics, you can march your phalanx into the enemy line and engage them but i never see any pushing happening, the enemy battle line does not get forced back as it would do IRL. Now i know that you can set them to march behind the enemy formation to go right into them and it will have an effect that is kinda similar but that isn't part of the game mechanics and doesn't feel right to use, it's an exploit, a useful one granted but an exploit none-the-less.


    There is more on this and i do understand that it would make things a bit harder to code and programme but the Total War franchise is classes as the best of the best when it comes to this sort of genre and i feel that to stay top of the pile it should try and reinvent itself. I do believe that it has gone as far as it can with this current engine until it starts to repeat itself. I'm not asking for historically accurate units or factions, they can be looked at after or by the fantastic modders in the community but they cannot improve the battle engine that is mostly hardcoded, that is up to you guys at CA. The battles to me are a big part of this game (it is called Total War after all) and although i do enjoy them, i do feel that i could be so much better. I am aware of the time constraints you guys are under but you guys could run the risk of just re-releasing the same games over and over again just with a different name and getting stuck in a rut and i for one would hate to see that.


    I believe in this sort of stuff so much that i'd give up my job and fly out there just to help you guys out in any way possible to try and improve the TW franchise. I know it'd never happen but hell, it's the thought more than anything that counts, no? Please ignore any grammar or spelling mistakes please, i've been at this post for the last 45 minutes because of various interruptions and i just need to finish it before i cry.

  6. #6

    Default Re: CA propositions thread

    This is a modding propositions thread, not games idea thread. It's aim was to get a wishlist from modders to pass on to CA Oz, which was done long ago.
    Unit Design Lead

    Disclaimer: Any views or opinions expressed here are those of the poster and do not necessarily represent the views or opinions of The Creative Assembly or SEGA.

  7. #7

    Default Re: CA propositions thread

    So much for that then.

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